probally just a behind the scenes 100 points. These points are distributed based on percentage of each technique.
Say you melee and beam jump only. Basic melee will get probally 4 to 8 more damage (pl diffrences) and your beam jumps would be faster.
Say you just use rezonku and blue beam. Vegeta will throw out more ki balls (not more damage) it will charge faster too. And the blue beam will do about 3 extra damage and charge faster.
If you do only melee, other things like turbo will looose effectiveness (less pl gained like .1 instead of .25) but chain swooping will last longer and faster.
Note:
-if something drops below 20 percent useage, the bad things happen
-if something is used ablove 80 percent, the good things happen
-50% means nothing happenes
-55% means a small amount of good things happen
-45% means a small amount of the bad thigns happen
INATE ABILITIES - possible points 100
Here would be a list of the ablilties and what would happen when distributed:
Turbo
When used often:
-more pl gain (max of .5)
-more speed gain
When used less:
-less pl gain (min of .1)
-less speed gain
Chain swooping(this is diffrent from just one swoop and stop)
More often:
-Further distances
-More speed
Less often:
-Small distances
-Less speed
(In case if you ask is this fair, yes it is. Once a person uses it less, he is forced to use it more. And when he uses it more, he doesnt have to press it as often and goes less)
Other possible inate abilities would be running(speed), recovering(effectiveness/speed/Ki drain), teleporting(distance), flying(Ki drain), and beam jumping(speed). (I just didnt feel like listing these things)
The Inate Ablilties balance out because the better the player, the more they force the others do to these things.
CONTROLED ABILITIES - 50 points (I am covering the major attacks)
Rezonku
Used:
more ki balls, faster charge
Not used:
same ki balls, slower charge
Ki balls
Used:
faster shooting, more accurate
Not used:
Slower shooting, less accurate
ANY BEAM (attached) (The blast radius change is changed AFTER the size of the pl explosion is calucated)
Used:
faster chargeing, bigger blast radius (not nessasseraly more damage)
Not used:
Slower chargeing, smaller blast radius
BALLS (Anything that isn't attached after you fire it, includes SBC)....(you sicko)
Used:
Less pl used (without loss of damage), speed SLIGHTLY increased
Not used:
More pl used, speed SLIGHTLY decreased
(SLIGHTLY means just enough to notice)
Lazers
Used:
(Freiza)Faster refire rate
(Buu) more distance
Not used:
(Frieza)Slower refire rate
(Buu) less distance
Discs
Less ki drain/more ki drain
Homing attacks
No change, already overused as is.
MELEE
Used:
more damage, less ki drain with prepunches (PROBALLY a change with randoms too)
Not used:
less damage, more ki drain with prepunches (PROBALLY a change with randoms too)
Keep in mind that the "points" are auctally based on percentage of the used attack(s). This makes it balanced because when the players that use melee attack, it forces others to use a beam system or attack with melee themselves.
An other kicker would be if a player does nothing the "points" slowly dissappear. The more "points" you have acculmated to an attack, the easer that they dissappear.
One more thing I didnt specify. There are given 100 points to EACH inate abilities while there are 50 pints that are given to EACH of your attacks. The more you use the one ability/attack the more is taken from the other abilities/attacks. And when you respawn the whole thing resets. (giveing more fairness to really bad people)
I think this is the system that he was thinking about